Change dali-scene-loader to dali-scene3d
[platform/core/uifw/dali-toolkit.git] / dali-scene3d / public-api / loader / shader-definition-factory.cpp
  * limitations under the License.
  *
  */
-#include "dali-scene-loader/public-api/shader-definition-factory.h"
+#include "dali-scene3d/public-api/loader/shader-definition-factory.h"
 #include <cstring>
-#include "dali-scene-loader/internal/hash.h"
-#include "dali-scene-loader/public-api/blend-shape-details.h"
-#include "dali-scene-loader/public-api/node-definition.h"
+#include "dali-scene3d/internal/loader/hash.h"
+#include "dali-scene3d/public-api/loader/blend-shape-details.h"
+#include "dali-scene3d/public-api/loader/node-definition.h"
 #include "dali/devel-api/common/map-wrapper.h"
 
 namespace Dali
 {
-namespace SceneLoader
+namespace Scene3D
+{
+namespace Loader
 {
 namespace
 {
@@ -193,7 +195,7 @@ Index ShaderDefinitionFactory::ProduceShader(const NodeDefinition& nodeDef)
 
   ShaderDefinition shaderDef;
   shaderDef.mUseBuiltInShader = true;
-  shaderDef.mRendererState      = RendererState::DEPTH_TEST | RendererState::DEPTH_WRITE | RendererState::CULL_BACK;
+  shaderDef.mRendererState    = RendererState::DEPTH_TEST | RendererState::DEPTH_WRITE | RendererState::CULL_BACK;
 
   auto&      materialDef     = *receiver.mMaterialDef;
   const bool hasTransparency = MaskMatch(materialDef.mFlags, MaterialDefinition::TRANSPARENCY);
@@ -312,5 +314,6 @@ Index ShaderDefinitionFactory::ProduceShader(const NodeDefinition& nodeDef)
   return result;
 }
 
-} // namespace SceneLoader
+} // namespace Loader
+} // namespace Scene3D
 } // namespace Dali